{"id":184,"date":"2018-03-29T02:17:43","date_gmt":"2018-03-29T02:17:43","guid":{"rendered":"http:\/\/www.phantomknightgames.com\/news\/?p=184"},"modified":"2020-03-09T22:53:49","modified_gmt":"2020-03-09T22:53:49","slug":"all-of-my-great-designer-search-3-essays","status":"publish","type":"post","link":"http:\/\/www.phantomknightgames.com\/news\/all-of-my-great-designer-search-3-essays\/","title":{"rendered":"All Of My Great Designer Search 3 Essays"},"content":{"rendered":"<p>As most of you reading this know, I was accepted into the finals of Wizards of the Coast&#8217;s Great Designer Search. The first step towards doing that was writing some essays.<\/p>\n<p>Today, I was informed that WotC will not be posting the essays on their website and that it was fine for me to share them, so here they are.<\/p>\n<p>These won&#8217;t be particularly comprehensible unless you know how to play\u00a0<em>Magic<\/em>, so I apologize. Feel free to ask me for meanings of stuff.<\/p>\n<p><!--more--><\/p>\n<p><!--more--><\/p>\n<p><em>1. Introduce yourself and explain why you are a good fit for this internship.<\/em><\/p>\n<p><span style=\"font-weight: 400;\">It\u2019s Saturday evening at a local convention and I\u2019m packing up my booth. I check the stock of my flagship game, a light co-op game that uses everything on the table as an obstacle, and I\u2019m astonished to find that I\u2019ve sold almost all of them in two days. <\/span><\/p>\n<p><span style=\"font-weight: 400;\">The reason this game sold so well wasn\u2019t because of any one big idea. It was because, through repeated iteration and working with my friends and audience, I made something that people truly loved.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">My name is Jeremy Geist. For the past three years, I\u2019ve been designing, publishing, and writing about tabletop games as Phantom Knight Games.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Over the course of my career, I\u2019ve done a little bit of almost everything related to the game design process, including rulebook writing, graphic design, art direction, working with printers, and of course, playtesting games with other designers. As Magic designers work more and more closely with other departments to create a greater game, my broad experience makes me a natural fit.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">My design work focuses on keeping players engaged and stoking emotions. If I run a prototype and the players don\u2019t laugh, cheer, and\/or tell other people about what just happened, I revise it until they do. Magic is as successful as it is largely because of the stories it creates, and storytelling through games is firmly in my wheelhouse.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">In terms of <\/span><i><span style=\"font-weight: 400;\">Magic<\/span><\/i><span style=\"font-weight: 400;\"> experience, I\u2019ve been playing for 11 years, constantly reading articles when I\u2019m not spellslinging. I look at new sets with a designer\u2019s eye, paying careful attention to the humble cards that make formats what they are behind the scenes. During preview season, I often get more excited about clever commons than powerful rares.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Many people call <\/span><i><span style=\"font-weight: 400;\">Magic<\/span><\/i><span style=\"font-weight: 400;\"> R&amp;D their dream job. I call it my career goal. I have worked tirelessly for years to build my skill set into something that will allow me to keep up with the fast pace and constant testing R&amp;D needs to create a game as good as Magic, and I now believe I have what it takes.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">2.\u00a0<\/span><em>An evergreen mechanic is a keyword mechanic that shows up in (almost) every set. If you had to make an existing keyword mechanic evergreen, which one would you choose and why?<\/em><\/p>\n<p><span style=\"font-weight: 400;\">Welcome to the final round of The Great Evergreen Mechanic Search!<\/span><span style=\"font-weight: 400;\"><br \/>\n<\/span><\/p>\n<p><span style=\"font-weight: 400;\">In the first round, dozens of mechanics applied to become evergreen. However, many of them failed to meet the minimum requirements. An evergreen mechanic has to be mechanically and thematically agnostic, which eliminated fan favorites like morbid, landfall, and populate. It also has to have a huge amount of design space, which eliminated mechanics like dash and haunt. Evergreen mechanics must function with only one or two of them in a set (goodbye, morph), and, of course, they have to be well received.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">In the semifinals, exert was sent packing to the dusty sands of Amonkhet after the judges decided that Magic needed an evergreen mana sink. Numerous sets, including Kaladesh block and Ixalan, suffered because they didn\u2019t have an answer to flood; a mechanic in every set that allows players to spend their excess mana is increasingly necessary.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Today, our three finalists, kicker, flashback, and cycling, compete.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Kicker is an easy solution, but making it evergreen would exacerbate the already existing problem of other mechanics technically being narrower versions of kicker. For example, if kicker was in a set with exploit, why wouldn\u2019t you just make all the exploit cards say \u201cKicker: Sacrifice a creature\u201d?<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Flashback works great as a mana sink, and despite appearing in three blocks, has plenty of design space remaining. However, if flashback becomes evergreen, players will have to constantly scan both graveyards for flashback spells. This creates serious memory issues by forcing players to pay attention to an extra zone every game.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">This leaves us with our winner: Cycling. Cycling solves both mana screw and flood in a way that retains a fun level of variance. Its mechanical and thematic neutrality allows it to support the needs of any set, and there\u2019s no end to cards that can have cycling added to them. The only caveat is that cycling lowers the deckbuilding risk of expensive creatures and narrow spells, but that can be avoided with careful design.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Congratulations to cycling! Here\u2019s your bouquet!<\/span><\/p>\n<p><em><span style=\"font-weight: 400;\">3.\u00a0<\/span>If you had to remove evergreen status from a keyword mechanic that is currently evergreen, which one would you remove and why?<\/em><\/p>\n<p><span style=\"font-weight: 400;\">A game has to be challenging to be fun, and the way Magic challenges its players is through risk management. We agonize over deckbuilding because building it wrong could make us lose. We agonize over blocks because our opponent might have a combat trick. We agonize over casting a Murder on an opponent\u2019s creature because they might have a better creature in hand. And this agony is really, really great, because there\u2019s nothing more boring in Magic than certainty.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Hexproof is certainty by its very design.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Hexproof takes the unknowns that Magic is built on and turns them into facts. The controller of a hexproof creature no longer has to worry about their creature getting removed in most circumstances, so they can wait as long as they\u2019d like to attack or block as needed. Often, powerful or efficient hexproof creatures (Invisible Stalker, Uril, Slippery Bogle, Jade Guardian, Scaled Behemoth, etc.) can run away with a game while the opponent sits there, boiling in their own frustration. The number of players who have had poor games because of hexproof \u00a0far outweighs the number of players who have fun with the mechanic. <\/span><\/p>\n<p><span style=\"font-weight: 400;\">One may argue that changing hexproof back to shroud would fix this issue, but it\u2019s difficult to remember that neither player can target a shroud creature and there certainly were cards with shroud, like Lightning Greaves, that created an uninteractive, inevitable threat.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">But just because I think hexproof should leave the league of the evergreen doesn\u2019t mean I think it should be tossed into the scrap heap. It works great on instants like Blossoming Defense, where it gives green an in-color way to deal with spells and creates a fun level of risk for removal spells. And the occasional hexproof creature, maybe once every few sets, isn\u2019t so bad. But hexproof certainly doesn\u2019t deserve evergreen status, and the sooner it leaves, the better for everyone.<\/span><\/p>\n<p><em><span style=\"font-weight: 400;\">4. \u00a0<\/span>You&#8217;re going to teach Magic to a stranger. What&#8217;s your strategy to have the best possible outcome?<\/em><\/p>\n<p><span style=\"font-weight: 400;\">My strategy for teaching Magic to a stranger isn\u2019t to teach them the rules to a card game. My strategy is to show them a treasure chest filled with wondrous items they\u2019ve never seen and let them rifle through it to their heart\u2019s delight. Magic contains a vast amount of things to discover, and good teaching gives a new player just enough knowledge to go find it on their own.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Immediately after I cover the most basic outline of gameplay, I talk about the color pie at length. I explain what all of the colors represent in terms of flavor, sell their cool creatures and unique effects, and give a brief overview of how each one plays. Humans love categorizing themselves, and picking a color right at the beginning makes you feel like you have a degree of control over the game before you even know how to play.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">I don\u2019t explain any rules at all before we start playing game 1 (open-handed), instead taking the first turn and walking the stranger through terms and actions as they come up. The fastest way for someone to lose interest in a game is to listen to a bunch of rules before they can play, and fortunately, Magic\u2019s gameplay structure makes it easy to dodge this problem. I also try to avoid correcting their strategy \u2013\u00a0it feels a lot more satisfying if they figure it out on their own.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Beyond the first few games, lessons are tailored specifically to the player. If they like the lore, I show them planeswalker packs. If they\u2019re a hardcore tabletop fanatic, I talk about draft. If they want to keep playing with welcome decks until they\u2019re more comfortable, I oblige.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">I am not a Magic teacher trying to get this stranger to pass a standardized test. I am a guide who asks them where they\u2019d like to go and takes them there.<\/span><\/p>\n<p><em><span style=\"font-weight: 400;\">5. \u00a0<\/span>What is Magic&#8217;s greatest strength and why?<\/em><\/p>\n<p><span style=\"font-weight: 400;\">Think about the first time you played Magic. Who was your opponent? What color was your deck? What cards did you play? Did you win or lose?<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Now that you\u2019ve done that, I\u2019d like you to think about the most recent time you\u2019ve played any other game.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">I bet you can\u2019t remember what happened as much as that game of Magic you played all that time ago.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">One of the key elements of my design philosophy is something I call impact. Impact is a combination of a game\u2019s emotional significance and its ability to create distinct memories of play \u2013\u00a0in other words, how much a game sticks with you. It\u2019s the difference between \u201cthat was a fun game\u201d and telling all your friends about it.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Magic is one of the most impactful games ever made.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Two of the three members of the Golden Trifecta directly contribute to Magic\u2019s impact, with the TCG system claiming the most responsibility. Games with high variance have impact because they produce so many unique situations, and Magic\u2019s thousands of interchangeable components create endless potential for new play and the ability to express oneself through deck construction. The color pie cleanly divides strategies between different colors, making a white aggro deck feel and play very differently from a blue control deck. In this way, individual games become more distinct. (The mana system is important to gameplay, but it doesn\u2019t particularly contribute to the game\u2019s impact.)<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Magic also evokes emotion through its focus on bluffing and hidden information. Every turn, you might draw exactly what you need to turn the game around, or your opponent can get the spell that can finish you off. Crushing your opponent\u2019s invincible army with a sweeper is a moment of sheer triumph, while your opponent slamming an Ugin is abject despair. This is impact in its purest form.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Magic is a wonderful game. It\u2019s a human game. It\u2019s a game that can make your heart beat faster and your hands shake. And most importantly, it\u2019s a game that knows the emotional potential of play and chases after it at breakneck speed.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">6.\u00a0<\/span><em>What is Magic&#8217;s greatest weakness and why?<\/em><\/p>\n<p><span style=\"font-weight: 400;\">I give your creature -3\/-3. You respond by casting Sure Strike to make it indestructible. I inform you that a creature with 0 toughness dies, even if it\u2019s indestructible. You lose because you wasted your combat trick.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">You cast Cryptic Command, targeting my Inkmoth Nexus to bounce and tapping the rest of my board. I sacrifice the Nexus to Arcbound Ravager and inform you that your spell is countered on resolution. I attack with everything and you lose.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">I attack you with a 4\/4 and you block with two 1\/1 Devil tokens that deal 1 damage to a creature or player when they die. I inform you that I can assign all damage to one of the Devils, something that you had no reason to know until right now, and that my 4\/4 only takes three damage. You lose.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Complexity is Magic\u2019s biggest weakness. But it\u2019s not the complexity of the cards; it\u2019s the complexity of the core rule set, which routinely creates losses due to bad information.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Magic was a dense game from the beginning, and as the borders of its design expanded, more and more rules were codified to allow new and strange cards to function. The complexity of the full rules means that even a casual event in a store requires the arbitration of a trained judge. It also results in situations, even at the Pro Tour level, where someone can lose because they didn\u2019t know some particular nuance.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Wizards has made valiant attempts to stop these problems from happening, like removing damage on the stack and creating planeswalker-targeting burn. But many of these obscure or unintuitive rules are load-bearing pillars for Magic\u2019s massive Parthenon of interactions and can\u2019t be changed without bringing it tumbling down.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">If someone loses a game because they missed a tiny rule, they will never want to play that game again. Magic has hundreds of these tiny rules, waiting for someone to stumble into the exact situation where they can get one wrong. It might not be the most obvious weakness, but it is the most serious.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">7. \u00a0<\/span><em>What Magic mechanic most deserves a second chance (aka which had the worst first introduction compared to its potential)?<\/em><\/p>\n<p><span style=\"font-weight: 400;\">In all the fuss surrounding Oath of the Gatewatch\u2019s powerful Eldrazi and colorless mana requirements, cohort was quietly overlooked. Cohort cards worked only occasionally in Limited and were completely ignored in Constructed formats because it required you to tap another Ally. But this Ally clause, much like a pair of glasses in a 1980s teen comedy, covered up something beautiful, elegant, and holding immense potential.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">If we remove the parasitic element of needing Allies in the set, cohort is now a series of effects that requires to you tap another creature as an activation cost. It becomes modular \u2013\u00a0after all, most sets have you playing with creatures \u2013\u00a0and maintains the strong flavor of your creature needing the help of another to get the effect. The gameplay also becomes fun and memorable as your merfolk teams up with an inanimate wall to help you loot.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The revised cohort\u2019s design space is similar to both exert and vehicles in that it gives you a new way of using your creatures. Instead of attacking with your weak creature and trading, you might want to hold it back to activate a cohort effect with its friend. It also makes blocking better, as you can activate cohort effects when you block, slowing down formats that might need it. Of course, because you can activate them in combat you have to be careful to avoid Kabuto Moth effects that increase board complexity, but those can be relegated to sorcery speed or moved to uncommon.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Cohort also has lots of room for lenticular design. For example, take a 2\/1 creature that lets you scry when it becomes tapped. You could attack with it once in the early game and get a scry before it trades off, but if you\u2019re smart enough to put it in a deck with other creatures that can tap it, it suddenly becomes a Sigiled Starfish.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Cohort is such a brilliant, simple effect, it\u2019s astonishing to think it wasn\u2019t released until 2016. If it were to lose the Ally requirement, it could become the star it deserves to be.<\/span><\/p>\n<p><em><span style=\"font-weight: 400;\">8.\u00a0<\/span>Of all the Magic expansions that you&#8217;ve played, pick your favorite and then explain the biggest problem with it.<\/em><\/p>\n<p><span style=\"font-weight: 400;\">Khans of Tarkir is a blast to draft, and it provided a lot of fun cards for Constructed formats. In fact, for enfranchised players like me, it was close to the perfect set. However, Khans posed a major problem towards more casual players, even those with a lot of Magic experience, because it required players to memorize more stuff than any other expansion.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Morph creatures required that you had to remember about 20 to 30 creatures at minimum to play against it effectively. The 5-mana clause went a long way towards preventing the shenanigans of Onslaught, but cards like Ruthless Ripper still created major issues: You gained a big advantage if you did research beforehand that your tapped-out opponent could reveal a deathtouch creature. Once your opponent hit 5 mana, the safety wheels came off and you had to remember even more cards.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The other big memory burden came from Prowess and the environment built around it. In a normal set, you might have to remember six or seven combat tricks spread out across five colors. Prowess turned every instant in the set into a combat trick, requiring that you know everything that your opponent could cast when you go into battle. There were also numerous effective noncreature spells placed in Jeskai colors to work with Prowess, many of which were useful in combat anyway.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Khans had other, minor tracking issues \u2013\u00a0having to count your graveyard for Delve, for instance \u2013\u00a0but it was primarily the combination of morph with an instant-heavy clan of Shaolin monks that put a significant burden on any player who didn\u2019t constantly read spoilers. <\/span><\/p>\n<p><span style=\"font-weight: 400;\">9. \u00a0<\/span><em>Of all the Magic expansions that you&#8217;ve played, pick your least favorite and then explain the best part about it.<\/em><\/p>\n<p><span style=\"font-weight: 400;\">Mechanical resonance makes games more exciting and allows a designer to express a complex system in a way that\u2019s intuitive to the player. Achieving resonance is easy when you\u2019re trying to create something already familiar to players, like the Invisible Man or Hercules. But what about when you\u2019re trying to introduce something new to them? How can you get your players to grok something not only exclusive to your game, but also is supposed to be strange and otherworldly?<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Battle For Zendikar, for all its issues as a set, made Eldrazi that felt bizarre, ominous, and fascinating.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">ROE Eldrazi mechanically felt more like Godzilla than Cthulhu. Annihilator was a powerful and scary mechanic, but it didn\u2019t express unsettling strangeness any more than a big dragon, and the drones were clearly designed for you to ramp into a bigger Eldrazi. Battle for Zendikar\u2019s Eldrazi, on the other hand, felt like they were reaching into the game itself and twisting it around to suit their unknowable needs.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">\u201cExile matters\u201d and Processors interacted with a part of Magic previously off-limits to design, giving the Eldrazi a feeling of existing \u201coutside\u201d the established game without turning the exile zone into Graveyard: The Sequel. At the same time, the simplicity of Processors and Ingest allowed these strange effects to be playable at common. At higher rarities and mana costs, we see the massive threats, like Breaker of Armies and Desolation Twin, with massive, awe-inspiring effects. Void Winnower in particular stands out as feeling as weird as it is intimidating.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The most impressive part is that the Ulamog brood in BFZ was mechanically distinct from the Kozilek brood in Oath while still feeling related. Both broods twisted familiar parts of the game, but Ulamog\u2019s processors clearly expressed the titan\u2019s endless hunger as opposed to Kozilek\u2019s distortion of mana itself. <\/span><\/p>\n<p><span style=\"font-weight: 400;\">Even compared to the Zendikari resistance in the same set, the Eldrazi in BFZ were something that felt like what they were supposed to be: Eldritch abominations with unknowable goals and incomprehensible methods. \u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\">10.\u00a0<\/span><em>You have the ability to change any one thing about Magic. What do you change?<\/em><\/p>\n<p><span style=\"font-weight: 400;\">If I could change any one thing about Magic, I would give Pauper as much support as Modern.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">I know this sounds like I want my pet format given star treatment, but if I actually wanted to do that, I\u2019d print two Conspiracy sets a year. I genuinely think a high profile Pauper could succeed with players and help alleviate Magic\u2019s reputation of being an expensive game.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Price is one of Magic\u2019s greatest barriers to entry. Constructed decks especially are often prohibitively expensive to people interested in playing at a tournament level. This problem even occurs in casual formats like Commander, where one person\u2019s idea of a fun time is Sea Serpent tribal and another\u2019s is a competitive Atraxa deck. Moving competitive cards away from Mythic rarity and printing Masterpieces patches the dam a little, but not enough. More experimental approaches, like LCG-style predetermined card pools, bear high risks for Wizards, stores, and players. Promoting Pauper invites everyone to try a budget-friendly competitive format that we already know is successful.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Players\u2019 interest in Pauper is slowly rising, with attendance at side events increasing regularly. The format is diverse, healthy, and interesting, creating fascinating deckbuilding challenges and allowing players to enjoy many different styles of play. Most importantly, there is hardly any financial barrier to entry \u2013\u00a0you can get a Tier 1 Pauper deck for the price of dinner and a movie. One might argue that the demand for strong Pauper cards would in turn make them more difficult to acquire, but many of Modern\u2019s staple cards, like Lightning Bolt and the Urza Lands, are still relatively budget friendly because they were printed at common.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The most important part of this plan is to only give players more options. Support for Pauper can be folded into preexisting expansions as commons, and Pauper GPs can be added at a moderate level that doesn\u2019t interfere with Standard or Limited. This move isn\u2019t intended to push away any other format, but to add a new option that allows people on a budget to compete at a top level.<\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<p>As most of you reading this know, I was accepted into the finals of Wizards of the Coast&#8217;s Great Designer Search. The first step towards doing that was writing some essays. Today, I was informed that WotC will not be posting the essays on their website and that it was fine for me to share them, so here they are. These won&#8217;t be particularly comprehensible unless you know how to play\u00a0Magic, so I apologize. Feel free to ask me for meanings of stuff.<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"_links":{"self":[{"href":"http:\/\/www.phantomknightgames.com\/news\/wp-json\/wp\/v2\/posts\/184"}],"collection":[{"href":"http:\/\/www.phantomknightgames.com\/news\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/www.phantomknightgames.com\/news\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/www.phantomknightgames.com\/news\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/www.phantomknightgames.com\/news\/wp-json\/wp\/v2\/comments?post=184"}],"version-history":[{"count":4,"href":"http:\/\/www.phantomknightgames.com\/news\/wp-json\/wp\/v2\/posts\/184\/revisions"}],"predecessor-version":[{"id":243,"href":"http:\/\/www.phantomknightgames.com\/news\/wp-json\/wp\/v2\/posts\/184\/revisions\/243"}],"wp:attachment":[{"href":"http:\/\/www.phantomknightgames.com\/news\/wp-json\/wp\/v2\/media?parent=184"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/www.phantomknightgames.com\/news\/wp-json\/wp\/v2\/categories?post=184"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/www.phantomknightgames.com\/news\/wp-json\/wp\/v2\/tags?post=184"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}